Brandon stood up in the announcer's booth of the ASB Arena, ready to host one of four matches in the first round of the CAPASB Casual Circuit. Lou and him had put a fair amount of work into preparing this small tournament, and they were hoping it would run without a hitch and that they could get a cycle of them going. But that would have to wait, as first he had a match to commentate for. Wasting no more time, he grabbed the mic and addressed the crowd. "Hello ladies and gents and welcome to the ASB Arena for a Round 1 match of the CAPASB Casual Circuit!" The cheers from the crowd let Brandon know that the people were excited for this, which was good; the whole point of this was to give the fans and trainers of ASB some excellent matches to watch.
"Our first battler today is one of the old guard of ASB," he continued, "and our top seed to boot! He's the Ground type Gym Leader and one of the tougher nuts to crack on the Gym circuit! Give it up for Its_A_Random!" The crowd gave a rousing cheer as IAR walked into the arena. Interestingly enough, the Ground type Gym Leader had brought a very not-Ground type team; in fact, were it not for the Chandelure at the bottom of the list IAR's team wouldn't look out of place in Athenodoros's Water Gym. However, that didn't mean much; IAR could use any set of Pokemon and give any trainer a run for their money.
Gastrodon [Sleast] (M)
Nature: Quiet (-10% Evasion) (NC)
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
ABILITIES
Sticky Hold: (Passive) This Pokémon's body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Passive) This Pokémon lures all water attacks to itself, altering their course away from partner Pokémon. It absorbs the water & increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW): (Passive) This Pokémon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, & Steel-typed attacks. Each of this Pokémon's Rock, Ground, & Steel-typed attacks will have two (2) added to their Base Attack Power. Pokémon with this ability are immune to Sandstorm damage.
STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (71/71)
PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall
SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool
OTHER
Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn
Simipour [Blind] (M)
NATURE: Hasty (+16% Accuracy)
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
ABILITIES
Gluttony: (Passive) This Pokémon devours healing & stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent (DW): (Passive) When this Pokémon's HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
STATS
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (72/72)
PHYSICAL
Acrobatics
Aqua Tail
Astonish
Bite
Brick Break
Covet
Crunch
Cut
Dig
Dive
Endeavour
Facade
Fling
Frustration
Fury Swipes
Giga Impact
Gunk Shot
Ice Punch
Iron Tail
Knock Off
Lick
Low Kick
Low Sweep
Natural Gift
Payback
Return
Rock Slide
Rock Smash
Rock Tomb
Scratch
Shadow Claw
Superpower
Thief
Waterfall
SPECIAL
Blizzard
Brine
Focus Blast
Grass Knot
Hidden Power (Electric 7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Round
Scald
Snore
Surf
Uproar
Water Gun
OTHER
Aqua Ring
Attract
Double Team
Hail
Helping Hand
Hone Claws
Leer
Mud Sport
Nasty Plot
Protect
Rain Dance
Recycle
Rest
Role Play
Sleep Talk
Substitute
Swagger
Taunt
Tickle
Torment
Toxic
Water Sport
Work Up
Ludicolo [Poncho] (M)
NATURE: Modest
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; Immunity to Leech Seed & Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass & forest areas. Able to use Wrap & Bind without losing focus.
ABILITIES
Swift Swim: (Passive) The Pokémon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Passive) This Pokémon collects water in the rain & absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Passive) This Pokémon moves at its own pace & when confused, it will never harm itself in confusion. If the Pokémon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
STATS
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (46/87)
PHYSICAL
Astonish
Brick Break
Counter
Dive
Drain Punch
Fake Out
Fire Punch
Flail
Focus Punch
Fury Swipes
Natural Gift
Seed Bomb
Zen Headbutt
SPECIAL
Absorb
Blizzard
Bubblebeam
Energy Ball
Focus Blast
Giga Drain
Grass Knot
Hidden Power (Ground 7)
Hydro Pump
Ice Beam
Mega Drain
Mud-Slap
Scald
Solarbeam
Surf
Uproar
Whirlpool
OTHER
Endure
Growl
Hail
Hone Claws
Leech Seed
Mist
Nature Power
Protect
Rain Dance
Rest
Sleep Talk
Substitute
Synthesis
Teeter Dance
Toxic
Water Sport
Chandelure [Glowfire] (M)
NATURE: Timid (+10% Accuracy)
TYPE
Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
ABILITIES
Flash Fire: (Passive) This Pokémon thrives in high temperatures, & takes the energy of any opposing fire attack, nullifies the damage, & uses the additional power to boost its own fire attack's Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Passive) This Pokémon's external temperature is kept at such a high level that any contact attack used on this Pokémon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Passive) Upon entry into battle, this Pokémon's Shadow expands across the arena & dissipates, forcing opposing Pokémon to stay within 10 metres of this Pokémon. The Shadow entirely negates the ability to switch for every Pokémon except those who also have Shadow Tag.
STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (39/62)
PHYSICAL
Astonish
SPECIAL
Clear Smog
Dark Pulse
Ember
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Heat Wave
Hex
Hidden Power (Ice 7)
Hyper Beam
Inferno
Night Shade
Overheat
Psychic
Shadow Ball
Smog
Solarbeam
OTHER
Acid Armour
Confuse Ray
Curse
Double Team
Embargo
Endure
Haze
Imprison
Memento
Minimise
Pain Split
Protect
Sleep Talk
Substitute
Sunny Day
Taunt
Telekinesis
Toxic
Will-O-Wisp
Allowing the cheering to die down, Brandon continued. "And his opponent today definitely has a tall task, but I'm sure he's up to the challenge! Though he's not a Gym Leader he's proven to be quite the capable trainer, and with a diverse, balanced team he may just be able to pull off the upset today! Here he is, Imanalt!" Imanalt came out to another chorus of cheers. Brandon saw that he had mostly avoided his prefered Ground types, which given IAR's Water-heavy team was probably for the best; it would be interesting to see if Imanalt could take advantage of the type-stacking IAR had done and give his fellow Ground type master more of a fight than he might be expecting
Colossoil(*) Whale? (M)
Nature: Jolly (+14% accuracy)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (95*1.15) (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Ec: 6/6
MC:1
DC: 5/5
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Peck
Bite
Horn Attack
Leer(*)
Tackle(*)
Mud Shot(*)
Bubblebeam(*)
Rapid Spin(*)
Mud Bomb(*)
Pursuit(*)
Drill Run
Body Slam
Dig
Crunch
Bounce
Megahorn
Magnitude
Stockpile
Swallow
Spit Up
Horn Drill
Muddy Water
Encore(*)
Fake Out(*)
Dive(*)
Substitute
Thunder Fang
Fire Fang
Sand Tomb
Taunt(*)
U-Turn(*)
Snatch
Sucker Punch
Superpower
Earthquake
Rock Slide
Dragon Tail
Protect
Endure
Bulldoze
Poison Jab
Double Team
Smack Down
Roar
Toxic
Foul Play
Knock Off
Brick Break
49 moves
Lucario(*) OHAI (M)
Nature: Hasty (+12% accuracy)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel:Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Ec: 6/6
MC: 5
DC: 5/5
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Bone Rush
Metal Sound
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Close Combat
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Me First
Dark Pulse
Metal Claw
Detect
Quick Guard
Swords Dance
Calm Mind
Copycat
Hi Jump Kick(*)
Blaze Kick(*)
Crunch(*)
Agility
Thunder Punch
Ice Punch
Magnet Rise
Zen Headbutt
Dual Chop
Thunderpunch
Cross Chop
Circle Throw
Follow Me
Dig(*)
Rock Slide(*)
Substitute(*)
Drain Punch
Psychic
42 moves
Gastrodon(*) Gastrodoom (M)
Nature: Quiet (-10 evasion)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (39/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 3
DC: 5/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power Grass Power 7(*)
Rain Dance(*)
Recover
Muddy Water
Body Slam
Brine(*)
Mirror Coat(*)
Counter(*)
Yawn
Curse
Protect(*)
Toxic(*)
Scald(*)
Ice Beam
Earthquake
Earth Power
Sandstorm
Dig
Dive
Surf
Substitute
Waterfall
Double Team
Pain Split
Bulldoze
Sleep Talk
Rest
Endure
Rock Slide
Sludge Wave
Blizzard
Hyper Beam
Hail
Round
Rock Tomb
Clear Smog
String Shot
Amnesia
Fissure
Block
Giga Impact
Memento
47 moves
Aurumoth (bug2) [Male]
Nature: Sassy (+1 Special defense, -15% Speed, -10% Evasion)
Type: Bug/Psychic
Bug: Bug STAB: more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (DW): (innate)Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 81 (-)
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Sunny Day
Heal Pulse
Ominous wind
Will-o-Wisp
Final gambit
Ancientpower
Healing Wish
Tail Glow
Hydro Pump
Bug Buzz
Disable
Close Combat
Megahorn
Counter
Safeguard
Psychic
Substitute
Shadow Ball
Magic Coat
Skill Swap
27 moves
Again, Brandon had to wait for the cheering to die down before he could continue. "Now then, let's quickly look at the rules. Each Trainer has brought four Pokemon with them, but they will each only be able to use two of them! Switching is legal, and when each trainer sends out a new Pokemon, they will be able to equip it with an item if they so desire. Pokemon are able to use all of their abilities, and each trainer will get two substitutions for their orders. Now then, let's find out who orders first!" Brandon hit a button, and a huge coin showed up on the big screen. "Heads means that IAR will send out his Pokemon first, tails means that Imanalt will send out first!" He hit the button again and the coin flipped...
-> RNG roll to see who sends out first (1-5000=IAR sends out first, 5001-10000=Imanalt sends out first) -> 9194 (Imanalt sends out first)
The coin landed with the tails side showing. "TAILS! Looks like Imanalt will have to send out his Pokemon first, equipping an item if he chooses, then IAR will do the same and give his orders. Then Imanalt will order, and then I'll give an update! Now then, let's not waste any more time, and let's get started!" Brandon turned off the mic and sat back. Announcing was a decent bit of work, but it was worth it to be paid to watch a match like this.
Imanalt, you're up!
"Our first battler today is one of the old guard of ASB," he continued, "and our top seed to boot! He's the Ground type Gym Leader and one of the tougher nuts to crack on the Gym circuit! Give it up for Its_A_Random!" The crowd gave a rousing cheer as IAR walked into the arena. Interestingly enough, the Ground type Gym Leader had brought a very not-Ground type team; in fact, were it not for the Chandelure at the bottom of the list IAR's team wouldn't look out of place in Athenodoros's Water Gym. However, that didn't mean much; IAR could use any set of Pokemon and give any trainer a run for their money.

Gastrodon [Sleast] (M)
Nature: Quiet (-10% Evasion) (NC)
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
ABILITIES
Sticky Hold: (Passive) This Pokémon's body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Passive) This Pokémon lures all water attacks to itself, altering their course away from partner Pokémon. It absorbs the water & increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW): (Passive) This Pokémon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, & Steel-typed attacks. Each of this Pokémon's Rock, Ground, & Steel-typed attacks will have two (2) added to their Base Attack Power. Pokémon with this ability are immune to Sandstorm damage.
STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (71/71)
PHYSICAL
Body Slam
Bulldoze
Counter
Dig
Dive
Earthquake
Facade
Fissure
Frustration
Giga Impact
Headbutt
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Secret Power
Stone Edge
Strength
Waterfall
SPECIAL
Ancientpower
Blizzard
Brine
Clear Smog
Earth Power
Hidden Power (Grass 7)
Hyper Beam
Ice Beam
Icy Wind
Mirror Coat
Mud Bomb
Mud-Slap
Muddy Water
Round
Scald
Sludge
Sludge Bomb
Sludge Wave
Snore
Spit Up
Surf
Trump Card
Water Pulse
Whirlpool
OTHER
Amnesia
Attract
Block
Captivate
Curse
Double Team
Endure
Flash
Hail
Harden
Memento
Mist
Mud Sport
Pain Split
Protect
Rain Dance
Recover
Rest
Sandstorm
Sleep Talk
Stockpile
String Shot
Substitute
Swagger
Swallow
Toxic
Yawn

Simipour [Blind] (M)
NATURE: Hasty (+16% Accuracy)
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
ABILITIES
Gluttony: (Passive) This Pokémon devours healing & stat increasing berries at 50% health (flat) instead of 25% health (flat).
Torrent (DW): (Passive) When this Pokémon's HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
STATS
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 117 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
ATTACKS (72/72)
PHYSICAL
Acrobatics
Aqua Tail
Astonish
Bite
Brick Break
Covet
Crunch
Cut
Dig
Dive
Endeavour
Facade
Fling
Frustration
Fury Swipes
Giga Impact
Gunk Shot
Ice Punch
Iron Tail
Knock Off
Lick
Low Kick
Low Sweep
Natural Gift
Payback
Return
Rock Slide
Rock Smash
Rock Tomb
Scratch
Shadow Claw
Superpower
Thief
Waterfall
SPECIAL
Blizzard
Brine
Focus Blast
Grass Knot
Hidden Power (Electric 7)
Hydro Pump
Hyper Beam
Ice Beam
Icy Wind
Round
Scald
Snore
Surf
Uproar
Water Gun
OTHER
Aqua Ring
Attract
Double Team
Hail
Helping Hand
Hone Claws
Leer
Mud Sport
Nasty Plot
Protect
Rain Dance
Recycle
Rest
Role Play
Sleep Talk
Substitute
Swagger
Taunt
Tickle
Torment
Toxic
Water Sport
Work Up

Ludicolo [Poncho] (M)
NATURE: Modest
TYPE
Water: Water STAB; Can breathe & have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Grass: Grass STAB; Immunity to Leech Seed & Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass & forest areas. Able to use Wrap & Bind without losing focus.
ABILITIES
Swift Swim: (Passive) The Pokémon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Rain Dish: (Passive) This Pokémon collects water in the rain & absorbs it into its body, healing two (2) HP/action.
Own Tempo (DW): (Passive) This Pokémon moves at its own pace & when confused, it will never harm itself in confusion. If the Pokémon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
STATS
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (46/87)
PHYSICAL
Astonish
Brick Break
Counter
Dive
Drain Punch
Fake Out
Fire Punch
Flail
Focus Punch
Fury Swipes
Natural Gift
Seed Bomb
Zen Headbutt
SPECIAL
Absorb
Blizzard
Bubblebeam
Energy Ball
Focus Blast
Giga Drain
Grass Knot
Hidden Power (Ground 7)
Hydro Pump
Ice Beam
Mega Drain
Mud-Slap
Scald
Solarbeam
Surf
Uproar
Whirlpool
OTHER
Endure
Growl
Hail
Hone Claws
Leech Seed
Mist
Nature Power
Protect
Rain Dance
Rest
Sleep Talk
Substitute
Synthesis
Teeter Dance
Toxic
Water Sport

Chandelure [Glowfire] (M)
NATURE: Timid (+10% Accuracy)
TYPE
Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
ABILITIES
Flash Fire: (Passive) This Pokémon thrives in high temperatures, & takes the energy of any opposing fire attack, nullifies the damage, & uses the additional power to boost its own fire attack's Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Passive) This Pokémon's external temperature is kept at such a high level that any contact attack used on this Pokémon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Passive) Upon entry into battle, this Pokémon's Shadow expands across the arena & dissipates, forcing opposing Pokémon to stay within 10 metres of this Pokémon. The Shadow entirely negates the ability to switch for every Pokémon except those who also have Shadow Tag.
STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 92 (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 9/9
MC: 0
DC: 5/5
ATTACKS (39/62)
PHYSICAL
Astonish
SPECIAL
Clear Smog
Dark Pulse
Ember
Energy Ball
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Heat Wave
Hex
Hidden Power (Ice 7)
Hyper Beam
Inferno
Night Shade
Overheat
Psychic
Shadow Ball
Smog
Solarbeam
OTHER
Acid Armour
Confuse Ray
Curse
Double Team
Embargo
Endure
Haze
Imprison
Memento
Minimise
Pain Split
Protect
Sleep Talk
Substitute
Sunny Day
Taunt
Telekinesis
Toxic
Will-O-Wisp

Colossoil(*) Whale? (M)
Nature: Jolly (+14% accuracy)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:
HP: 120
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 110 (95*1.15) (+)
Size Class: 5
Weight Class: 10
Base Rank Total: 22
Ec: 6/6
MC:1
DC: 5/5
Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Attacks:
Peck
Bite
Horn Attack
Leer(*)
Tackle(*)
Mud Shot(*)
Bubblebeam(*)
Rapid Spin(*)
Mud Bomb(*)
Pursuit(*)
Drill Run
Body Slam
Dig
Crunch
Bounce
Megahorn
Magnitude
Stockpile
Swallow
Spit Up
Horn Drill
Muddy Water
Encore(*)
Fake Out(*)
Dive(*)
Substitute
Thunder Fang
Fire Fang
Sand Tomb
Taunt(*)
U-Turn(*)
Snatch
Sucker Punch
Superpower
Earthquake
Rock Slide
Dragon Tail
Protect
Endure
Bulldoze
Poison Jab
Double Team
Smack Down
Roar
Toxic
Foul Play
Knock Off
Brick Break
49 moves

Lucario(*) OHAI (M)
Nature: Hasty (+12% accuracy)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel:Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90*1.15) (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Ec: 6/6
MC: 5
DC: 5/5
Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
Justified: (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Attacks:
Bone Rush
Metal Sound
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)
Nasty Plot
Close Combat
Aura Sphere
Extremespeed
Dragon Pulse
Heal Pulse
Me First
Dark Pulse
Metal Claw
Detect
Quick Guard
Swords Dance
Calm Mind
Copycat
Hi Jump Kick(*)
Blaze Kick(*)
Crunch(*)
Agility
Thunder Punch
Ice Punch
Magnet Rise
Zen Headbutt
Dual Chop
Thunderpunch
Cross Chop
Circle Throw
Follow Me
Dig(*)
Rock Slide(*)
Substitute(*)
Drain Punch
Psychic
42 moves

Gastrodon(*) Gastrodoom (M)
Nature: Quiet (-10 evasion)
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (39/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 3
DC: 5/5
Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.
Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power Grass Power 7(*)
Rain Dance(*)
Recover
Muddy Water
Body Slam
Brine(*)
Mirror Coat(*)
Counter(*)
Yawn
Curse
Protect(*)
Toxic(*)
Scald(*)
Ice Beam
Earthquake
Earth Power
Sandstorm
Dig
Dive
Surf
Substitute
Waterfall
Double Team
Pain Split
Bulldoze
Sleep Talk
Rest
Endure
Rock Slide
Sludge Wave
Blizzard
Hyper Beam
Hail
Round
Rock Tomb
Clear Smog
String Shot
Amnesia
Fissure
Block
Giga Impact
Memento
47 moves

Aurumoth (bug2) [Male]
Nature: Sassy (+1 Special defense, -15% Speed, -10% Evasion)
Type: Bug/Psychic
Bug: Bug STAB: more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Weak Armor: (Can be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (DW): (innate)Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 81 (-)
Size Class: 4
Weight Class: 5
EC: 9/9
MC: 0
DC: 5/5
Attacks:
Dragon Dance
Quiver Dance
Tackle
String Shot
Sunny Day
Silver Wind
Bug Bite
Sunny Day
Heal Pulse
Ominous wind
Will-o-Wisp
Final gambit
Ancientpower
Healing Wish
Tail Glow
Hydro Pump
Bug Buzz
Disable
Close Combat
Megahorn
Counter
Safeguard
Psychic
Substitute
Shadow Ball
Magic Coat
Skill Swap
27 moves
-> RNG roll to see who sends out first (1-5000=IAR sends out first, 5001-10000=Imanalt sends out first) -> 9194 (Imanalt sends out first)
The coin landed with the tails side showing. "TAILS! Looks like Imanalt will have to send out his Pokemon first, equipping an item if he chooses, then IAR will do the same and give his orders. Then Imanalt will order, and then I'll give an update! Now then, let's not waste any more time, and let's get started!" Brandon turned off the mic and sat back. Announcing was a decent bit of work, but it was worth it to be paid to watch a match like this.
Imanalt, you're up!